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Harold and Bob, First Numens

Magic: The GatheringFallout#78

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Magic: The Gathering

Coût de mana

FalloutPIP · #78
Type de carte
Legendary Creature — Treefolk Mutant
Rareté
Rare
Prix indicatif
0,16 € · ★ 0,39 € · 0,37 $ · ★ 0,50 $
Valeur de mana
3
Force
3
Endurance
3
Couleur
Vert

Texte de la carte

Reach, vigilance When Harold and Bob dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has ': Add three mana of any one color. You get two rad counters.'" Harold and Bob loses all other abilities.

Légalité par format

  • CommanderAutorisée
  • DuelAutorisée
  • LegacyAutorisée
  • OathbreakerAutorisée
  • VintageAutorisée

Légalités issues du catalogue importé ; vérifiez les règles du format avant un tournoi.
Données importées le 2026-10-06 (UTC).

Prix indicatifs Scryfall, actualisés quotidiennement. ★ : foil ; ★ E : foil gravé. EUR et USD correspondent à des marchés distincts.

Informations sur cette impression

Illustration
Andrea Piparo
Langue de la carte
English
Date de sortie
2024-03-08

Précisions de règles

A token that's a copy of Harold and Bob won't return to the battlefield from its owner's graveyard.

Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.

If a nontoken permanent that's a copy of Harold and Bob dies while it's a creature, it will return to the battlefield as an Aura with only the abilities granted by the effect that returned it to the battlefield. It will also retain its name, colors, and supertypes, but it will be an Aura enchantment with no other types or subtypes.

If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they'll mill as many cards as they can.

If there's nothing for Harold and Bob to legally enchant, it remains in its owner's graveyard instead of returning to the battlefield.

If you control Harold and Bob, you'll return it to the battlefield when it dies while it's a creature. It doesn't matter who owns the card. You'll choose which Forest you control it will enchant as it returns to the battlefield.

In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.

Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.

Rad counters are a kind of counter that a player may have. They're not associated with any specific permanents.

Rad counters don't go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.

The cards are milled all at once, which means abilities that trigger "whenever one or more nonland cards are milled" will trigger exactly once as long as at least one nonland card was milled.

There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is "At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves."

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